Bloomery base
block
survival:bloomerybase-south
· from game
Game logic (C#)
The C# classes this block's JSON definition hands its behavior to. Files link to vssurvivalmod on GitHub, pinned to the commit the mapping was made from.
| Role | Name in JSON | C# type | Source file |
|---|---|---|---|
| Block class | BlockBloomery |
BlockBloomery |
Block/BlockBloomery.cs |
| Behavior | Lockable |
BlockBehaviorLockable |
BlockBehavior/BehaviorLockable.cs |
| Behavior | HorizontalOrientable |
BlockBehaviorHorizontalOrientable |
BlockBehavior/BehaviorHorizontalOrientable.cs |
| Block entity | Bloomery |
BlockEntityBloomery |
BlockEntity/BEBloomery.cs |
Drops (1)
Filters
| Mechanism | Drop | Chance / Quantity | Notes |
|---|---|---|---|
| blockDrop | Fireclay brick | ×6 (±2) |
Found in structures (15)
| Structure | Kind |
|---|---|
| average-village-main | village |
| average-village-common | village |
| religious-village-main | village |
| average-town-main | village |
| average-town-common | village |
| average-town-uncommon | village |
| military-town-main | village |
| guild-town-main | village |
| agricultural-town-main | village |
| average-city-main | village |
| agricultural-city-main | village |
| guild-city-main | village |
| military-city-main | village |
| religious-city-main | village |
| Village area | storystructure |
This confirms the schematic(s) contain this code somewhere, not where or how many times -- the per-instance block-entity decoding used for tapestries isn't run for every content type.